Search found 724 matches

by Daveybaby
Thu Apr 12, 2007 3:03 pm
Forum: Design Archive
Topic: Space Combat: Range and Detection
Replies: 58
Views: 44249

Another point for consideration : What advantage does being the defender of a well developed system confer? e.g. some or all of the following: :arrow: Starbases providing additonal or extra large scanning arrays :arrow: Being in orbit around a planet or star, or hiding in an asteroid field or dust c...
by Daveybaby
Mon Feb 19, 2007 10:45 am
Forum: Off-Topic
Topic: Interesting article
Replies: 0
Views: 2308

Interesting article

Its about colonising the galaxy and the limitations that real world physics imposes. Good stuff.

http://strangepaths.com/interstellar-ark/2007/02/14/en/
by Daveybaby
Tue Nov 07, 2006 10:44 pm
Forum: Other Game Design
Topic: Race Techs
Replies: 48
Views: 13493

Youre probably right - i think the main problem was the way it was set up with civ3 and its rigid tech tree - not having access to a certain resource at the right time could just kill your game.
by Daveybaby
Tue Nov 07, 2006 9:48 am
Forum: Other Game Design
Topic: Race Techs
Replies: 48
Views: 13493

You still have to code the AI so that it can make the correct choices. Not so easy to do when youve just coded the game - how do you know which techs are the really useful ones to have? The optimum choices usually dont become apparent until people have been playing it to death - i.e. quite a while a...
by Daveybaby
Mon Nov 06, 2006 4:38 pm
Forum: Other Game Design
Topic: Race Techs
Replies: 48
Views: 13493

That IS a good point. But one thing I found was that what is "essential" is largely defined by your play style. Since I liked to have few ships I found it necessary to have Heavy armor and reinforced hull on all my ships. Thats not "essential" - that's 'preferred'. Essential wou...
by Daveybaby
Mon Nov 06, 2006 9:59 am
Forum: Other Game Design
Topic: Race Techs
Replies: 48
Views: 13493

double post, but this moo2 creative/uncreative thing reminded me of something else relevent to this issue. I've always hated the way the moo2 tech system worked w.r.t. creative/normal/uncreative. Normal let you see 3 techs but only have one of them. No going back and researching the others - why the...
by Daveybaby
Mon Nov 06, 2006 9:29 am
Forum: Other Game Design
Topic: Race Techs
Replies: 48
Views: 13493

I was a hardcore MOO2 player once ... I started playing without creative to make the game more interesting on SP Impossible. I was really talking about MP, i.e. those people who still play on Kali. Y'know, really, scarily hardcore :P. From what i remember, if you picked creative in MP you tended to...
by Daveybaby
Sun Nov 05, 2006 12:47 pm
Forum: Other Game Design
Topic: Race Techs
Replies: 48
Views: 13493

an example from MoO2 would be creative. It's such a powerful ability that having it almost guarantees a win. Actually, the general concensus among hardcore moo2 players is that creative is a waste of race picks. Its much more effective to choose your techs wisely and spend the 8 race picks on other...
by Daveybaby
Wed Oct 25, 2006 4:07 pm
Forum: Strategy Games
Topic: Space Empires V Demo
Replies: 14
Views: 6211

I've played three games so far. Two of them ended abruptly near the start (around turn 20-30) when the game hit the "processing after players turns..." screen, and just sat there doing that for 5 mins before I killed the thing (theres no way around it). Anyone else have this? Both games w...
by Daveybaby
Fri Oct 20, 2006 1:07 pm
Forum: Strategy Games
Topic: Sword of the Stars demo
Replies: 108
Views: 40709

But it has inertia, which Homeworld didn't have. I may be remembering incorrectly, but i couldve sworn HW had inertia. I certainly remember that if you hit a capital ship hard enough you could knock it backwards. Might not have been a complete inertia model though. But AFAIK it's not possible for y...
by Daveybaby
Fri Oct 20, 2006 8:32 am
Forum: Strategy Games
Topic: Sword of the Stars demo
Replies: 108
Views: 40709

Is it too hard to select planets and fleets Actually, its nowhere near as easy and reliable as it could be. too hard to find blinking enemies No, but its far too easy to miss them. I shouldnt have spend most of my strategic game turn peering at the 3d map trying to see if any enemy fleets (or plane...
by Daveybaby
Mon Oct 16, 2006 10:09 am
Forum: Strategy Games
Topic: Sword of the Stars demo
Replies: 108
Views: 40709

Zanzibar wrote:But it could be a game you like ;)
Heh, well... so could any game if theyre willing to change enough of it :P
by Daveybaby
Sun Oct 15, 2006 2:41 pm
Forum: Strategy Games
Topic: Sword of the Stars demo
Replies: 108
Views: 40709

Eh, well... I guess some people "get" it, and others fail... Ah, so because we dont like it, we don't "get it". The fact that the product might not what we want from a game, and that we might be pointing out legitimate shortcomings is impossible - its all our fault. I guess we j...
by Daveybaby
Fri Oct 13, 2006 9:58 am
Forum: Strategy Games
Topic: Sword of the Stars demo
Replies: 108
Views: 40709

So - a modern version of Master of Orion 1... is wrong?? Basicly this is how the game feels and plays... They just didn't put in the "fluff" victory conditions like diplomacy and tech... big deal... Umm... this is (IMHO) in no way a modern moo1. The only similarity that i can see is the w...
by Daveybaby
Thu Oct 12, 2006 9:02 am
Forum: Strategy Games
Topic: Sword of the Stars demo
Replies: 108
Views: 40709

There are two types of visible in this game. Sensor visible - which is what your ships fire at - if you can see it on sensors (the black area with green grid) then you can fire. There is also Sight visible. This is solely in the game to make life hard on you the player - as in you can't center on a...